Over-wind is an autonomous, and very peculiar Flip focused deck that boasts of the uncanny ability to leap through time in order to make what would seem as slow plays, come out at full throttle. It is by essence a defensive, very passive deck that aims to collect time in a very peculiar manner in order to win the game through an unubiquitous method. Their monsters are all Flip Monsters, and naturally, they require you to set them on the field before doing anything, but the several ways in which you can facilitate this process, as well as the number of plays you can set up from them is vastly beyond what simple set happy decks can do.

Their main mechanic revolves around Drawing, and while that idea in itself is pretty broad, it speaks of what the deck does best. One may ask what's so special about drawing so many cards, and the answer really wouldn't be as simple as that the deck is good because it can draw multiple cards, no. What the deck excels at is how it functions around them. Their Flip monsters have a series of effects suited to grab cards from the deck (And in specific cases, from grave) and these usually lead to placing a card on top of a player's deck. Some of its cards get some benefits from being drawn, such as their peculiar Ritual Core.

The Ritual Core for Over-wind has a small group of cards that let you set up Ritual Summons, as previously mentioned, these effects are applied from the cards as they are drawn, some make the process that much easier than others, or otherwise serve multiple purposes beyond that. While this mean the engine serves itself, you're still needing to set them in motion so they are not exactly Free Rituals. These Rituals have the boons of not only being easy to summon (to some degree) but they also can be summoned in face-down Defense Position, ready to be triggered. But also, the real kicker comes when your tributes are set face-down as well, instead of being sent to the Grave.

Their main goal however is not to simply set up Rituals and win, since these do have next to no offensive applications, that leaves you with setting up a win condition elsewhere. How would a deck that does nothing but set cards, draw and make time win? And the answer would be by collecting time, and having your opponent hyperleap into a loss. To rephrase that, Over-wind's win condition revolves around collecting turns to have your opponent Draw cards over and over until they are incapable of doing so, and then get a loss from it. The target is the deck, so collecting enough turns involves having your opponent interact with it as well, be it accelerating their downfall themselves by boosting with searches and plays, or by acting yourself.

The deck excels in prolonged games, naturally, and they possess the tools to get into these gamestates. Their defensive capabilities are superb, and they have ways to turn that into an offensive asset too. Their most effective plays involve slowing down their opponents by stacking their deck with cluttering bricks, and slowing them down with phase skipping tactics, some of its cards can completely shut down their entire turn, and even completely rewind their whole board.

The deck's weaknesses lies naturally in their slow pace, while it is a deck designed to last for long, it's prone to give the opponent plenty of chance to answer with something. Its actions are not wholly oppressive, and while turn skipping may seem like it does a lot, it only holds the opponent as the deck by itself has little ways to stop the opponent for good, they can only slow them down, sometimes to the point of exhaustion, but not for good. Their cards are also combo reliant, in excess, needing to set up several pieces on the board in order to secure their plays. It is also rigid by design, some of its mechanical nuances might get out of your control, as having multiple stack effects make your decision tree go wacky, being mindful of your placement count is an issue, as well as other, mechanical flaws that makes the deck pretty difficult to use if exploited.

All in all, it is a deck with an unparalleled level of defense and control thanks to its extraordinary playstyle, and ways in which it can do things no other deck could. To be able to take a strategy that's by all intents and purposes "slow" and have it artificially pick up the pace. Over-wind is a deck that steadily places all odds in its favor, so that it is the only one that's really steering on uniform speed, as it completely changes the definition of speed in the context of the game.

Over-Wind Horloge[Psychic/Flip/Effect]FLIP: Pick 1 "Over-wind" Spell/Trap from your Deck or, if this card was Flip Summoned, 1 Monster in either's GY and place it on top of its owner's DeckIf this face-up card leaves the field or, if this Set card is sent to the GY: Set 1 card from your hand, also Draw 1 card if you set a Spell/Trap this way. ATK/600 DEF/1500

Over-Wind Olomouc[Psychic/Flip/Effect]FLIP: Pick 1 "Over-wind" Monster from your Deck or, if this card was Flip Summoned, 1 Monster in either's GY and place it on top of its owner's DeckIf this face-up card leaves the field or, if this Set card is sent to the GY: Set 1 card from your hand, also Draw 1 card if you set a Monster this way.ATK/600 DEF/2000

Over-Wind Rasmus[Psychic/Flip/Effect]FLIP: Place 1 card from your Deck on top of your Deck, if this card was not Tribute Set, you must choose 1 "Over-wind" card.Can be Normal Set without Tribute. If this face-up card leaves the field or, if this Set card is sent to the GY: Set up to 2 cards from your hand, also Draw 1 card if you set 1 Monster and 1 Spell/Trap this way.ATK/1000 DEF/2000

Synodic Over-wind Ruler - Lustrum[Psychic/Ritual/Flip/Effect]FLIP: Draw 1 card, and if you do this during your opponent's Main or Battle Phase, you can end the current Phase.Can be Ritual Summoned or Ritual Set with "Over-Wind Astrarium". If you Draw this card: You can add 1 "Over-Wind" Astrarium from your Deck or GY to your Hand. If this face-up card leaves the field, or if this Set card is sent to the GY: Change 1 Set Monster on the field to face-up Attack Position, cards and effects cannot be activated in response to this effect, or in response to the target's Flip effects activated this turn.sATK/1400 DEF/2500

Sidereal Over-wind Marshall - Saeculum[Psychic/Ritual/Flip/Effect]FLIP: Place 1 card you control, in your Hand, or GY on top of your Deck, except "Sidereal Over-wind Marshall - Saeculum", and if you do this during your opponent's turn, their turn ends immediately.Can be Ritual Summoned with "Over-Wind Astrarium". If you Draw this card: You can target 1 "Over-Wind" card in your GY; Add it to your Hand. If this face-up card leaves the field, or if this Set card is sent to the GY: Return all face-up cards on the field to the hand, except "Over-wind" cards.ATK/2400 DEF/3600

Over-Wind Astrarium[ Spell Card ] Can be used to Ritual Set any Flip Ritual Monster. Change Flip Monsters you control to face-down Defense Position, whose combined levels equal or exceed the Level of the monster you would Ritual Set. If you Draw this card: You can reveal this card, then Special Summon 1 "Over-Wind" Monster from your Deck or GY in Defense Position, either face-up or face-down.

Over-wind Planetarium[ Spell Card ] When activated: Place 1 card you control or in your Hand on top of your Deck; Your opponent skips their next turn, also you cannot Summon Monsters, activate cards or effects, or attack, except with an "Over-wind" card(s) or a Flip Monster(s), also you cannot place other Field Spells on the Field Zone. Each time a player Draws a card(s) or Summons a Monster(s), place 1 Leap counter on this card for each.

Over-wind Singularity[ Spell Card ] Add 1 "Over-wind" card from your Deck to your Hand, except "Over-wind Singularity". You can remove Leap Counters from a card you control to activate one of the following effects instead.● 3: Draw 1 card.● All (Min 50): Your opponent draws 1 card for each 2 Leap counters removed, you must skip your next turn to activate this effect.If you draw this card, you can reveal it until the End Phase. You can activate this revealed card in your Hand during your opponent's turn.

Over-wind Leap[ Trap Card ] When activated: You can flip 1 Set Monster you control face-up. "Over-wind" Monsters you control can attack directly, also they are changed to Face-down Defense position after damage calculation. If a player takes damage from a battle involving a Flip Monster, you can gain LP equal to half that amount, then you can place 1 Leap Counter on an "Over-wind Planetarium" you control for each 100 LP you gained. "Over-wind Singularity" gets the following effect:● Remove 6 Leap Counters from a card you control; Return 1 card on the field to the Hand.

Over-wind Fluctuation[ Trap Card ] When activated: You can Flip set "Over-wind" Monsters you control face-up, then switch that many Monsters your opponent controls to face-down Defense Position. The first time each "Over-wind" card you control would be Destroyed by battle or effect, it is not Destroyed. "Over-wind Singularity" gains this effect:● If an opponent's card or effect activates: Remove 12 Leap Counters from a card you control; That effect becomes "Your opponent returns a card from their field to the top of their Deck, then skip your next Draw Phase.

Over-wind Accel[ Trap Card ] If you draw this card during your normal Draw, you can Reveal it: Until your opponent's End Phase, you can activate "Over-wind" Traps from your Hand. Any card's effect, except an "Over-wind" card's effect that activates and includes adding a card to the Hand, except by drawing becomes "Draw 1 card". "Over-wind" Spells can activate with the following effect.● If you control no Monsters: You can Special Summon 1 Flip Monster from your Deck in face-up or face-down Defense Position.

Over-Rewind[ Trap Card ] Can be activated the opponent's turn it is Set. Target 1 "Over-wind" Continuous or Field card in your GY or that is Banished; place it on your field face-up, if you placed "Over-wind Planetarium" this way, apply the following effects depending on how that target was sent there.● Destroyed: Place 25 Leap Counters on it.● Sent to the GY by your opponent: They cannot activate effects in response to this card.● Sent there this turn: You can end the current turn immediately.● All of the above: shuffle all cards from your opponent's Hand, Field and GY into the Deck, then they draw 5 cards.

04.11.2018● After a long hiatus, a submission, further descriptions incoming.